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Naval Battle Club


astecarmyman

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Zekes, it was on page 98. :P

EDIT:

Blame. the. lag.

First off, I set up an intercept with the HMS Revenge. Didn't know about the lag at the time.

citfzM3.png

This was difficult, Areospikes do not do well with Pol's gravity.

OGQgMSf.png

Blame the lag.

Dum7Ig1.png

Persist: http://www./download/ph...persistent.sfs

Edited by RocketscientistV
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I'm Currently building some warships, i need some advices, is this missile viable? (Everything WIP, including the name)

9r1Xapo.jpg

It is supposed to be a ship's main weapon,

I build the ship around the weapons

Edited by TheKutKu
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I'm Currently building some warships, i need some advices, is this missile viable? (Everything WIP, including the name)

It is supposed to be a ship's main weapon,

I build the ship around the weapons

Waaay too many parts! A single SRB with some metal plates on the end is just as effective while being smaller and only having 3-10 parts depending on design. Just remember to remove most of their fuel as it increases acceleration.

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I'm Currently building some warships, i need some advices, is this missile viable? (Everything WIP, including the name)

http://i.imgur.com/9r1Xapo.jpg

It is supposed to be a ship's main weapon,

I build the ship around the weapons

That is going to be mean. As Frozen Heart says, it's a bit part-heavy, but with that TWR... :0.0: I'd ditch all LFO and go with RCS only, easier to balance the RCS as you lose weight from all tanks simultaneously. Note I was prying open Dreks with the single I-Beam and the single 0.5m RCS tank, so really, you could cut that in half and it still would be mean enough. But... don't use the short I-beams! They weight half of what the long ones do, an more importantly, less than 2x2 plates. Better to have half of those, since their length will also make them harder to phase through.

Rune. It is my understanding SRBs aren't effective against ALL armor, are they?

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Ok , Thank you, i am surprised that the RCS engine aren't used more, they can make incredibly fast missiles( i have another version of the same missile that have 30 TWR at full weight), the LFO tank is nearly empty (only a bit for the vernor engines), i will rebuild this weapon.

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Also, with the previous upgrades the Victory now has:

~700m/s more D/V

A much higher TWR.

and she is:

435 parts (over 100 less than the previous model!)

155 tons (contributes to better TWR, D/V and means she can be used in lighter battles.

Edited by Megalodon 720
Just a few typographical errors.
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Wasn't the facebook one supposed to be simpler? But you're using the same rules, lots of them can be cut out.

I'll make a "how to" video for you guys soon, It's pretty straightforward how combat works if you see a battle. I can't wait!

I think the best way for you guys to fight is 1v1 battles, you can make a "battle post" on the group, then post updates to it in the comments. Battles go by players setting up ships in one persist, then using things like dropbox or mediafire to send the persist to the other person. Then they set up, and take their "combat turn" (see rules below).

RULES!

1- The team with the last armed ship wins.

2- Each player takes it in turns to engage one target with one ship.

3- Ships engage in order of tonnage, lightest to heaviest. Once all ships are used the cycle repeats.

4- A ship is considered dead when the original 'core' of the ship is incapable of fulfilling two of these three goals unaided from other ships or onboard weapons...

+Sustaining power

+Moving

+Firing weapons.

5- Weapons can only be fired from the original ship core and must be used within the the same turn that they are fired.

6- Screenshots or videos documenting all moves are needed to complete a turn.

7- Players are not allowed to control enemy craft that is considered alive or attach to them with the Klaw. (only when it is considered dead and you must be attached or docked to take control)

8- Players are not allowed to intentionally edit the orbit of enemy craft via any method other than weapons fire (because there's gonna

be some recoil when your ship gets hit with an I-beam, I mean come on).

9- Half of the total of your ships may be moved in a turn (rounded up) but only one may attack.

10- Ramming is disallowed.

11- Weapons stealing is allowed under the pretense that the parent ship is 'dead' and the weapons are disconnected from it (you can disconnect them with weapons fire if you want).

12- Weapons must be fired within 2.5 km.

13- Surface to orbit weapons may be fired once per turn,and are exempt from rule 12.

14- All moves must be done manually, without the aid of autopilots.

15- A team may forfeit the game at any point, resulting in a loss unless both are in agreement.

16- Any mods which affect craft or persistence files are forbidden. (EXCEPT HYPEREDIT TO SET UP)

(These rules may be negotiated however mods are always banned)

Carriers

1-The total mass of carriers includes fighters and any other items being carried.

2-Ships onboard carriers cannot have munitions larger than 1.5m diameter.

3-Carrier fighters have a mass limit of 10 tons,anything heavier will be included as another ship.

4-Carrier FIGHTERS will go first because carrier fighters have a mass limit of 10 tons.

5-Carriers may not use heavy armor* higher than 50% surface area.

6-All fighters must return to the carrier by the end of the turn.

7-Carriers can have their own offensive weapons (But they always go last).

Battle settings are made in the following fashion.

-Body

-Special rules/rule exclusions

-Maximum number of craft

-Maximum total mass

-Use of K-drive,yes/no

(These are recommended to be negotiated)

*Heavy armor means stuff that has 80m/s impact tolerance

Edited by Spartwo
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The engines are Physic-Less, and you can remove 8 of them and still have an incredible acceleration.

Yup, that means they are lighter on CPU usage. Kinda like struts usually make your comp run the ships better because they reduce the movement of other parts and are physics-less themselves. But TWR 80 was just to prove a point, right? Remember, you don't want to hit much over 500m/s or you will phase between timesteps.

Rune. But those numbers on the SRB a couple pages back make me re-consider them for 1.25m munitions.

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